//-----------------------------------------------------------
// tfConAmmo
//-----------------------------------------------------------
class tfConAmmo extends Ammunition;

simulated function bool HasAmmo()
{
	return true;
}

function Tick(float dt)
{
    if(tfGri(level.Game.GameReplicationInfo)!=none && tfpri(pawn(owner).playerreplicationinfo)!=none)
    {
        MaxAmmo=tfpri(pawn(owner).playerreplicationinfo).res;
    }
}

defaultproperties
{
     MaxAmmo=1
     InitialAmount=0
}
